<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - postprocessing</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
	</head>
	<body>

		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl postprocessing example<br/>
			<a href="https://casual-effects.com/data/" target="_blank" rel="noopener">Lee Perry-Smith</a> head
		</div>

		<div id="container"></div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from 'three/addons/libs/stats.module.js';

			import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
			import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
			import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
			import { BloomPass } from 'three/addons/postprocessing/BloomPass.js';
			import { FilmPass } from 'three/addons/postprocessing/FilmPass.js';
			import { DotScreenPass } from 'three/addons/postprocessing/DotScreenPass.js';
			import { MaskPass, ClearMaskPass } from 'three/addons/postprocessing/MaskPass.js';
			import { TexturePass } from 'three/addons/postprocessing/TexturePass.js';

			import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
			import { ColorifyShader } from 'three/addons/shaders/ColorifyShader.js';
			import { HorizontalBlurShader } from 'three/addons/shaders/HorizontalBlurShader.js';
			import { VerticalBlurShader } from 'three/addons/shaders/VerticalBlurShader.js';
			import { SepiaShader } from 'three/addons/shaders/SepiaShader.js';
			import { VignetteShader } from 'three/addons/shaders/VignetteShader.js';
			import { GammaCorrectionShader } from 'three/addons/shaders/GammaCorrectionShader.js';

			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

			let container, stats;

			let composerScene, composer1, composer2, composer3, composer4;

			let cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;

			const width = window.innerWidth || 2;
			const height = window.innerHeight || 2;

			let halfWidth = width / 2;
			let halfHeight = height / 2;

			let quadBG, quadMask, renderScene;

			const delta = 0.01;

			init();

			function init() {

				container = document.getElementById( 'container' );

				//

				cameraOrtho = new THREE.OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );
				cameraOrtho.position.z = 100;

				cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
				cameraPerspective.position.z = 900;

				//

				sceneModel = new THREE.Scene();
				sceneBG = new THREE.Scene();

				//

				directionalLight = new THREE.DirectionalLight( 0xffffff, 3 );
				directionalLight.position.set( 0, - 0.1, 1 ).normalize();
				sceneModel.add( directionalLight );

				const loader = new GLTFLoader();
				loader.load( 'models/gltf/LeePerrySmith/LeePerrySmith.glb', function ( gltf ) {

					createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );

				} );

				//

				const diffuseMap = new THREE.TextureLoader().load( 'textures/cube/SwedishRoyalCastle/pz.jpg' );
				diffuseMap.colorSpace = THREE.SRGBColorSpace;

				const materialColor = new THREE.MeshBasicMaterial( {
					map: diffuseMap,
					depthTest: false
				} );

				quadBG = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), materialColor );
				quadBG.position.z = - 500;
				quadBG.scale.set( width, height, 1 );
				sceneBG.add( quadBG );

				//

				const sceneMask = new THREE.Scene();

				quadMask = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
				quadMask.position.z = - 300;
				quadMask.scale.set( width / 2, height / 2, 1 );
				sceneMask.add( quadMask );

				//

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( width, height );
				renderer.setAnimationLoop( animate );
				renderer.autoClear = false;

				//

				container.appendChild( renderer.domElement );

				//

				stats = new Stats();
				container.appendChild( stats.dom );

				//

				const shaderBleach = BleachBypassShader;
				const shaderSepia = SepiaShader;
				const shaderVignette = VignetteShader;

				const effectBleach = new ShaderPass( shaderBleach );
				const effectSepia = new ShaderPass( shaderSepia );
				const effectVignette = new ShaderPass( shaderVignette );
				const gammaCorrection = new ShaderPass( GammaCorrectionShader );

				effectBleach.uniforms[ 'opacity' ].value = 0.95;

				effectSepia.uniforms[ 'amount' ].value = 0.9;

				effectVignette.uniforms[ 'offset' ].value = 1.6;
				effectVignette.uniforms[ 'darkness' ].value = 0.95;

				const effectBloom = new BloomPass( 0.5 );
				const effectFilm = new FilmPass( 0.35 );
				const effectFilmBW = new FilmPass( 0.35, true );
				const effectDotScreen = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );

				const effectHBlur = new ShaderPass( HorizontalBlurShader );
				const effectVBlur = new ShaderPass( VerticalBlurShader );
				effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
				effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );

				const effectColorify1 = new ShaderPass( ColorifyShader );
				const effectColorify2 = new ShaderPass( ColorifyShader );
				effectColorify1.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.8, 0.8 ) );
				effectColorify2.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.75, 0.5 ) );

				const clearMask = new ClearMaskPass();
				const renderMask = new MaskPass( sceneModel, cameraPerspective );
				const renderMaskInverse = new MaskPass( sceneModel, cameraPerspective );

				renderMaskInverse.inverse = true;

				//

				const rtParameters = {
					stencilBuffer: true
				};

				const rtWidth = width / 2;
				const rtHeight = height / 2;

				//

				const renderBackground = new RenderPass( sceneBG, cameraOrtho );
				const renderModel = new RenderPass( sceneModel, cameraPerspective );

				renderModel.clear = false;

				composerScene = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );

				composerScene.addPass( renderBackground );
				composerScene.addPass( renderModel );
				composerScene.addPass( renderMaskInverse );
				composerScene.addPass( effectHBlur );
				composerScene.addPass( effectVBlur );
				composerScene.addPass( clearMask );

				//

				renderScene = new TexturePass( composerScene.renderTarget2.texture );

				//

				composer1 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );

				composer1.addPass( renderScene );
				composer1.addPass( gammaCorrection );
				composer1.addPass( effectFilmBW );
				composer1.addPass( effectVignette );

				//

				composer2 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );

				composer2.addPass( renderScene );
				composer2.addPass( gammaCorrection );
				composer2.addPass( effectDotScreen );
				composer2.addPass( renderMask );
				composer2.addPass( effectColorify1 );
				composer2.addPass( clearMask );
				composer2.addPass( renderMaskInverse );
				composer2.addPass( effectColorify2 );
				composer2.addPass( clearMask );
				composer2.addPass( effectVignette );

				//

				composer3 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );

				composer3.addPass( renderScene );
				composer3.addPass( gammaCorrection );
				composer3.addPass( effectSepia );
				composer3.addPass( effectFilm );
				composer3.addPass( effectVignette );

				//

				composer4 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );

				composer4.addPass( renderScene );
				composer4.addPass( gammaCorrection );
				composer4.addPass( effectBloom );
				composer4.addPass( effectFilm );
				composer4.addPass( effectBleach );
				composer4.addPass( effectVignette );

				renderScene.uniforms[ 'tDiffuse' ].value = composerScene.renderTarget2.texture;

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				halfWidth = window.innerWidth / 2;
				halfHeight = window.innerHeight / 2;

				cameraPerspective.aspect = window.innerWidth / window.innerHeight;
				cameraPerspective.updateProjectionMatrix();

				cameraOrtho.left = - halfWidth;
				cameraOrtho.right = halfWidth;
				cameraOrtho.top = halfHeight;
				cameraOrtho.bottom = - halfHeight;

				cameraOrtho.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

				composerScene.setSize( halfWidth * 2, halfHeight * 2 );

				composer1.setSize( halfWidth, halfHeight );
				composer2.setSize( halfWidth, halfHeight );
				composer3.setSize( halfWidth, halfHeight );
				composer4.setSize( halfWidth, halfHeight );

				renderScene.uniforms[ 'tDiffuse' ].value = composerScene.renderTarget2.texture;

				quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
				quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );

			}

			function createMesh( geometry, scene, scale ) {

				const diffuseMap = new THREE.TextureLoader().load( 'models/gltf/LeePerrySmith/Map-COL.jpg' );
				diffuseMap.colorSpace = THREE.SRGBColorSpace;

				const mat2 = new THREE.MeshPhongMaterial( {

					color: 0xcbcbcb,
					specular: 0x080808,
					shininess: 20,
					map: diffuseMap,
					normalMap: new THREE.TextureLoader().load( 'models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg' ),
					normalScale: new THREE.Vector2( 0.75, 0.75 )

				} );

				mesh = new THREE.Mesh( geometry, mat2 );
				mesh.position.set( 0, - 50, 0 );
				mesh.scale.set( scale, scale, scale );

				scene.add( mesh );

			}

			//

			function animate() {

				stats.begin();
				render();
				stats.end();

			}

			function render() {

				const time = Date.now() * 0.0004;

				if ( mesh ) mesh.rotation.y = - time;

				renderer.setViewport( 0, 0, halfWidth, halfHeight );
				composerScene.render( delta );

				renderer.setViewport( 0, 0, halfWidth, halfHeight );
				composer1.render( delta );

				renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
				composer2.render( delta );

				renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
				composer3.render( delta );

				renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
				composer4.render( delta );

			}

		</script>
	</body>
</html>
